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slay-the-spire-2,-vampire-survivors-meets-contra,-and-other-“triple-i”-games

Slay the Spire 2, Vampire Survivors meets Contra, and other “Triple-i” games

Triple-i Initiative —

More than 30 games in 45 minutes, and a lot of them look wishlist-able.

Bloody battle scene from the game Norland

Enlarge / Norland is a game that communicates its intent well through screenshots.

Hooded Horse

The Triple-i initiative is a gaming showcase that gets it, and is also in on the joke.

The thing Triple-i gets is that most gaming “showcases” are full of corporate fluff, go on way too long, and are often anchored around a couple huge titles. Triple-i’s first event on Wednesday delivered 30-plus game trailers and teases within 45 minutes, and there was a consistent intrigue to all of them. There were some big names with some bigger studios loosely attached, and the definition of what is “triple-i” is quite vague, maybe intentionally. But there were a lot of games worth noting, especially on PC.

What kind of games? Triple-i’s website notes the announcement “may contain traces of rogue-lites.” At a breakpoint in the showcase, the omniscient text narrator notes there are “Only a few more rogue-lites (promise).” Triple-i was stuffed full of rogue-lites, roguelikes, survival, city-builders, deckbuilders, Hades-likes, 16-bit-esque platformers, Vampire Survivors and its progeny, turn-based tacticals, and then a car that sometimes has legs. There are strong trends in indie and indie-adjacent gaming, but also some real surprises.

The inaugural Triple-I Initiative showcase.

If you want a whole bunch of Steam wishlist ideas, go ahead and watch the whole thing. But here is a cheat sheet of the newest titles and notable updates I found most intriguing.

<em>Slay the Spire 2</em> has the same looks and card-based play of the original, but new mechanics are in store.” height=”1080″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/sts2_2.jpg” width=”1920″></img><figcaption>
<p><em>Slay the Spire 2</em> has the same looks and card-based play of the original, but new mechanics are in store.</p>
<p>MegaCrit</p>
</figcaption></figure>
<p><a href=Slay the Spire 2, the sequel to the 2019 game that launched hundreds of roguelike deckbuilders, announced its existence with a trailer that featured no cards. But look at the Steam page and you’ll see that the Ironclad and Silent characters from the original will return, along with The Necrobinder, a skeleton wielding a scythe and glowing with undead flame. The game is rewritten entirely from the original, with all-new visuals and “modern features,” according to the devs. The only bad news is the timing: It’s launching in early access in 2025.

<em>Dinolords</em>.” height=”1080″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/dinolords2.jpg” width=”1920″></img><figcaption>
<p><em>Dinolords</em>.</p>
<p>Ghost Ship Publishing</p>
</figcaption></figure>
<p><a href=Dinolords (trailer) has you building up a village in medieval England, fortifying it and training your troops to resist Viking invaders. Which is a game that’s been made before, except these marauding Danes have dinosaurs. They will ram right through the walls and eat your stupid villagers. A Stegosaurus will spin its spiky tail in a circle and knock a dozen of them over.

Vampire Survivors: Operation Guns DLC trailer.

Vampire Survivors: Operation Guns DLC feat. Contra tells you most of what you need to know if you’re familiar with the original. The “bullet heaven” auto-shooter will get 11 new characters, 22 new weapons, new stages (some of them with very side-scrolling perspectives), and lots of music remixes inspired by the “bullet hell” classic, Contra. It’s downloadable content that arrives on May 9.

The Rogue Prince of Persia trailer.

The Rogue Prince of Persia is from publisher Ubisoft, which doesn’t typically evoke “indie,” even at the “iii” level. But developer Evil Empire, one of the two teams behind rogue-lite action classic Dead Cells, is the one taking the Prince of Persia license into rogue-y directions. As you might expect, you will jump, you will fight with impossible elegance, and you will die a whole bunch. The art style is eye-catching, and the run-by-run changes should open up more approaches. The expected release date is May 24.

Norland release date trailer.

Norland, due out May 16, calls out its inspirations of Rimworld and Crusader Kings right upfront on its Steam page, and I believe it. The game looks like a fun mix of goofy, grim, tactical, and oh-God-it’s-all-falling-apart chaos, with some ruling-class concerns, too. Nasty, brutish, short, but also pretty fun?

In no particular order, a few other highlights of Triple-i:

  • Risk of Rain 2 is getting some free content, a “Devotion Update,” which includes some Dead Cells skins.
  • Kill Knight is a brutal, dark, grim isometric game, but your demonic knight has guns.
  • Laysara: Summit Kingdom takes city builders and civ games to new heights, literally, on mountains, where you deal with avalanches and sky bridges.
  • Cataclismo, from the Moonlighter folks, is a brick-by-brick castle builder and defense game.
  • Darkest Dungeon 2 is getting a new play mode, “Kingdoms.”
  • What the Car? has you play a car with legs. Sometimes you race, sometimes you cook. It’s silly time on Sept. 5.
  • Palworld is getting an arena mode, sometime in 2024.
  • Mouse, the “some kinds of Mickey Mouse are public domain now” first-person shooter, actually looks a lot more interesting than my snarky intro clause suggests.
  • V Rising, the open-world vampire game, will launch out of early access on May 8, along with a Legacy of Castlevania crossover. Finally, you can bring down the (literally) holier-than-thou Simon Belmont.

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Devs left with tough choices as Warner Bros. ends all Adult Swim Games downloads

Game preservation is important —

Some can relist games on Steam or consoles—but without reviews or fan content.

A plucky, likable creature under the looming threat of consumption by an interconnected menacing force of nature in one of Adult Swim Games' titles.

Enlarge / A plucky, likable creature under the looming threat of consumption by an interconnected menacing force of nature in one of Adult Swim Games’ titles.

Adult Swim Games

Warner Bros. Discovery seems set to remove at least 16 games from its Adult Swim Games subsidiary from games markets and has told the affected developers that it will not transfer the games back to them nor offer other means of selling them in the future.

Ars reported Wednesday on the plight of Small Radios Big Televisions, a Steam and PlayStation game made by a solo developer who received a notice from Warner Bros. Discovery (WBD) that it was “retiring” his game within 60 days.

In a comment on that Ars post, Matt Kain, developer of Adult Swim Games’ Fist Puncher, noted that they had received the same “retired” notice from WBD. “When we requested that Warner Bros simply transfer the game over to our studio’s Steam publisher account so that the game could stay active, they said no. The transfer process literally takes a minute to initiate (look up “Transferring Applications” in the Steamworks documentation), but their rep claimed they have simply made the universal decision not to transfer the games to the original creators,” Kain wrote.

Kain noted that his game’s players “have 10+ years of discussions, screenshots, gameplay footage, leaderboards, player progress, unlocked characters, Steam achievements, Steam cards, etc. which will all be lost.” In addition, Kickstarter backers of the game will lose access to a game in which they have a cameo, and his firm, Team2Bit, would likely face backlash if they re-released the game under their own account, forcing a second purchase from some customers.

“It seems like more and more the videogame industry is filled with people that don’t like and don’t care about videogames. All that to say, buy physical games, make back-ups, help preserve our awesome industry and art form,” Kain wrote on Ars early Thursday. Kain also posted about the predicament on the Fist Puncher discussion page on Steam.

Adult Swim Games has not published a game since 2020. Its parent company has said it was due for a “tough” quarter, and perhaps year, as its tentpole game Suicide Squad: Kill the Justice League failed to find a sustaining audience. On a broader level, WBD has been conspicuously culling titles and removing access to its content, sometimes in pursuit of tax advantages. The firm has killed and hidden away films including Batgirl and Coyote vs. Acme, removed canceled shows and well-regarded animation and kids’ content, and, just this week, closed down gaming and anime studio Rooster Teeth.

Ars has reached out to Warner Bros. Discovery for comment and has yet to hear back.

“It takes literally three clicks”

Polygon received confirmation from the developer of the rhythm/bullet-hell game Soundodger+ that they received a delisting notice. Michael Molinari told Polygon that he, too, requested his game be transferred—and “explained clearly that it takes literally three clicks to transfer ownership to me”—but a WBD representative rejected his request.

Molinari said the rep cited “logistical and resource constraints” and “the limited capacity of our team,” referring to Adult Swim Games. Molinari said he was told he could republish his game—but without any of its community content, reviews, patch notes, or other accrued content. Molinari also said he was required to remove all mention of Adult Swim Games from any future release, which struck him as erasing due credit.

Steam lists 16 games (and individual soundtrack purchases) in an Adult Swim Games bundle on Steam. The Delisted Games site lists 18 Steam games still published by Adult Swim Games, six games now under different publishers, and two mobile games.

From 2011, it feels important to mention.

From 2011, it feels important to mention.

Adult Swim Games

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palworld’s-pokemon-pastiche-is-xbox-game-pass’-biggest-ever-3rd-party-game-launch

Palworld’s Pokémon pastiche is Xbox Game Pass’ biggest-ever 3rd-party game launch

everyone’s pal —

To compare, Pokémon Scarlet and Violet have sold over 23 million copies each.

Palworld’s Pokémon pastiche is Xbox Game Pass’ biggest-ever 3rd-party game launch

Pocketpair

The unexpected success of Palworld continues to be one of the biggest gaming stories of 2024 so far, as developer Pocketpair says the game’s sales and Xbox downloads have exceeded 19 million, with 12 million in sales on Steam and 7 million players on Xbox. Microsoft has also announced that the game has been the biggest third-party launch in the Game Pass service’s history, as well as the most-played third-party title on the Xbox Cloud Gaming service.

These numbers continue a remarkable run for the indie-developed Pokémon-survival-crafting-game pastiche, which sold 5 million copies in its first weekend as a Steam Early Access title and had sold 8 million Steam copies as of a week ago. There are signs that the game’s sales are slowing down—it’s currently Steam’s #2 top-selling game after over a week in the #1 spot. But its active player count on Steam remains several hundred thousand players higher than Counter-Strike 2, the next most-played game on the platform.

Sometimes described (both admiringly and disparagingly) as “Pokémon with guns,” Palworld‘s unexpected success has driven some Internet outrage cycles about the possibility that it may have used AI-generated monster designs and allegations that its designers copied or modified some of the 3D character models from the actual Pokémon series to create some of the game’s more familiar-looking monsters.

The latter allegations circulated widely enough that The Pokémon Company issued a statement last week, saying it would “investigate” an unnamed game that matches Palworld‘s description; as of this writing, no actual legal action has been taken against Palworld or Pocketpair. Third-party modders who have tried to put actual Pokémon creatures into Palworld have apparently gotten some cease-and-desist letters, though.

Regardless, the game wears its influences on its sleeve. Aside from the Pals that look like Pokémon, the game’s progression and crafting mechanics owe a lot to games like ARK: Survival Evolved, and the actual monster-catching mechanics have a more-than-passing resemblance to Pokémon Legends: Arceus.

If you count the Xbox Game Pass numbers as “sales,” Palworld‘s combined numbers are on track to overtake those of the two main-series Pokémon titles on the Nintendo Switch, Sword/Shield and Scarlet/Violet. Nintendo says these games have sold 26.02 and 23.23 million copies, respectively, making them the sixth and seventh bestselling titles in the entire Switch library.

Nintendo doesn’t break out sales figures for each title individually, counting each sale of Sword or Shield toward the same total—this makes sense because they’re the same basic game with slightly different Pokémon, though it does mean there’s some double-dipping going on for fans who buy both versions of a given game for themselves. You have to look at proxies like Amazon reviews to get a sense of which individual version has sold better—Violet currently has more reviews than Scarlet, while Sword has more reviews than Shield.

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Valve now allows the “vast majority” of AI-powered games on Steam

Open the flood gates —

New reporting system will enforce “guardrails” for “live-generated” AI content.

Can you tell which of these seemingly identical bits of Steam iconography were generated using AI (trick question, it's none of them).

Can you tell which of these seemingly identical bits of Steam iconography were generated using AI (trick question, it’s none of them).

Aurich Lawson

Last summer, Valve told Ars Technica that it was worried about potential legal issues surrounding games made with the assistance of AI models trained on copyrighted works and that it was “working through how to integrate [AI] into our already-existing review policies.” Today, the company is rolling out the results of that months-long review, announcing a new set of developer policies that it says “will enable us to release the vast majority of games that use [AI tools].”

Developers that use AI-powered tools “in the development [or] execution of your game” will now be allowed to put their games on Steam so long as they disclose that usage in the standard Content Survey when submitting to Steam. Such AI integration will be separated into categories of “pre-generated” content that is “created with the help of AI tools during development” (e.g., using DALL-E for in-game images) and “live-generated” content that is “created with the help of AI tools while the game is running” (e.g., using Nvidia’s AI-powered NPC technology).

Those disclosures will be shared on the Steam store pages for these games, which should help players who want to avoid certain types of AI content. But disclosure will not be sufficient for games that use live-generated AI for “Adult Only Sexual Content,” which Valve says it is “unable to release… right now.”

Put up the guardrails

For pre-generated AI content, Valve warns that developers still have to ensure that their games “will not include illegal or infringing content.” But that promise only extends to the “output of AI-generated content” and doesn’t address the copyright status of content used by the training models themselves. The status of those training models was a primary concern for Valve last summer when the company cited the “legal uncertainty relating to data used to train AI models,” but such concerns don’t even merit a mention in today’s new policies.

For live-generated content, on the other hand, Valve is requiring developers “to tell us what kind of guardrails you’re putting on your AI to ensure it’s not generating illegal content.” Such guardrails should hopefully prevent situations like that faced by AI Dungeon, which in 2021 drew controversy for using an OpenAI model that could be used to generate sexual content featuring children in the game. Valve says a new “in-game overlay” will allow players to submit reports if they run into that kind of inappropriate AI-generated content in Steam games.

Over the last year or so, many game developers have started to embrace a variety of AI tools in the creation of everything from background art and NPC dialogue to motion capture and voice generation. But some developers have taken a hardline stance against anything that could supplant the role of humans in game making. “We are extremely against the idea that anything creative could or should take [the] place of skilled specialists, to which we mean ourselves,” Digital Extremes Creative Director Rebecca Ford told the CBC last year.

In September, Epic Games CEO Tim Sweeney responded to reports of a ChatGPT-powered game being banned from Steam by explicitly welcoming such games on the Epic Games Store. “We don’t ban games for using new technologies,” Sweeney wrote on social media.

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cobalt-core-is-a-tight,-funny-roguelike-deck-builder-deserving-of-many-runs

Cobalt Core is a tight, funny roguelike deck-builder deserving of many runs

Gravitational pull —

It’s got style, dialogue, and even a plot on top of procedural card battling.

Scene from Cobalt Core game

Enlarge / These symbols might not mean anything to you now. But give it a few runs, and you might lose a few minutes strategizing this ship’s ideal next turn, based on this image alone.

Brace Yourself Games

Games come and go through my Steam and Nintendo Switch libraries: a twitchy, grim action epic, then a metaphysical puzzle-platformer, and maybe a boomer shooter or turn-based tactical along the way. I try hard not to get stuck in one style or mindset—both for my enjoyment and my writing.

But there is always one type of game that is installed and ready to go for the next trip or idle couch moment: a roguelite deck-builder. Cobalt Core is the latest game in that slot, and it’s on Steam for Windows (and definitely Steam Deck) and Switch. It’s the most fun I’ve had in this particular obsession since Monster TrainCobalt Core stretches into other genres, like perfect-knowledge turn-based tactics and space battle, but it’s cards and randomness down to its electric-blue center.

Launch trailer for Cobalt Core.

A few years ago, I didn’t know what a “roguelike deck-builder” was or what either of those compound phrases meant. Then, one day, there was a sale on Slay the Spire. That 2019 game refined the fusion of two game mechanics: constant failure against randomized encounters (a la Rogue, but with a “lite” gradual progression) and the refining of a deck of combat-minded cards (as in Magic: The Gathering, Dominion, and Netrunner). You attack and defend against increasingly tough enemies with your cards, you gain and upgrade and ditch cards as you go, you lose, and then you get slightly better tools on your next do-over.

Done well, roguelike deck-builders are a potent mix of luck, immediate and long-term strategy, and the slow dopamine drip of chained-together victories. I’ve lost entire work months to them, cumulatively. They should come with a warning label.

Cobalt Core has all those addictive elements plus a few more things to do with your cards. For one, there is space jockey positioning. You move your ship left and right against your opponents, lining up beam emitters and missiles, targeting weak points, and dodging. You do this with perfect Into the Breach-like knowledge of the opposing ship’s actions: it’s going to fire from this bay for 2 damage, use this bit to upgrade shields, and so on. This leaves you with the decisions of when to take hits versus dodging, where to launch drone cannons, whether to attack now or wait for better cards next hand.

  • A mid-battle scene, with your ship (on bottom) in the midst of delivering a hull-smashing attack, just before the enemy’s multiple red beams rain down.

    Brace Yourself Games

  • You pick your battles in Cobalt Core, and also choose repair shops, random happenings, and mid-level bosses.

    Brace Yourself Games

  • The cards you’re offered depend on which cremates you picked for this run, and each has a distinct discipline.

    Brace Yourself Games

  • The cover art for Cobalt Core, which makes you really not want to get your new friends blown up.

    Brace Yourself Games

On top of working those elements into fine shape, Cobalt Core cleverly embraces them in its plot and theming. Your ship is made up of quirky characters, each of whom adds their cards with unique play styles to your deck. You fight ship after ship, encounter celestial oddities, warp from sector to sector, then fight the titular object. When you beat it, you … do something, in space and time, it seems, then start over with imperfect memories of prior loops. Each win or notable loss unlocks new crew, cards, and memories, enough of which might explain what exactly is going on in this heady quantum plot.

What’s largely drawn me in is how neatly the game’s battles and runs fit into a casual gaming schedule. A single battle is usually less than five minutes, a sector of fights maybe 15–20, and a couple sectors plus a boss fight 30–40 minutes, though the decisions and early sections get faster as you learn them. You can save and exit anytime, even mid-battle, and it’s a fast-loading game. On the Switch or Steam Deck—for which this game is Verified and a real battery-saver—it makes for a generous couch, waiting room, or travel experience.

I’ve still got a lot to unlock in Cobalt Core after 10 hours of play, and could easily see myself hitting the 100-plus I put into Slay the Spire and Monster Train (or at least the 50 I threw into Inkbound or SteamWorld Quest). It helps that there’s much more singular personality and style in Cobalt Core than other procedural card battlers. And humor, too, lots of it, accompanied by appealing 16-bit-esque graphics, making the grind for new cards and esoteric achievements feel far less grinding.

It’s also impressive how much character-building the game pulls off in service of pixel portraits that never move but frequently react, quip, and express their quantum confusion. I typically feel nothing for different characters in these games. But I’ve got a soft spot for the gunner Riggs, and feel bad when I skip him for, say, movement or hacking options.

My major complaint about Cobalt Core, this deep into its clutches, is that its soundtrack is catchy. This is normally a positive, but given how regularly I’m dropping in for a round or two or 10, I find my mental synth deck replaying the melody lines from a few different tracks. I can’t hum a single note from any of the orchestral-minded backings of my prior deck-builder obsessions, but these tunes are burrowing deep inside.

Cobalt Core is currently on sale (on both platforms), and its base price is $20–$25. If you know you like picking cards, beating bosses, and a long, meticulous triumph, I have to imagine it’s a great value. Maybe too much of one.

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update-to-steamvr-suggests-valve-is-still-working-on-a-standalone-headset

Update to SteamVR Suggests Valve is Still Working on a Standalone Headset

Valve is a notorious black box when it comes to basically everything. A recent update to Steam client for VR though suggests the company is still working behind the scenes on what appears to be its long-awaited standalone VR headset.

As revealed by tech analyst and consummate Steam data miner Brad Lynch, a recent update to Steam’s client included a number of VR-specific strings related to batteries, which seems to support the idea that Valve is currently readying the platform for some sort of standalone VR headset.

Image courtesy Brad Lynch

The update also included mention of new UI elements, icons, and animations added to the Steam Client for VR—something it probably wouldn’t do for a competitor’s headset, like Meta’s soon-to-release Quest 3 standalone.

Meanwhile, South Korean’s National Radio Research Agency (RAA) recently certified a “low-power wireless device” from Valve, also spotted by Lynch. It’s still too early to say whether the device in question is actually a standalone VR headset—the radio certification only mentions it uses 5 GHz wireless—however headsets like Meta Quest 2 are equally as vague when it comes to RAA listings.

Granted, Valve hasn’t come out and said it’s developing a standalone VR headset yet, although with mounting competition from Apple and Meta, 2024 may be the year we finally see the ‘Index of standalone VR’ come to the forefront. Valve Index has widely been regarded as the ‘best fit’ PC VR headset, owing to its excellent quality, performance, and comfort—something we called “the enthusiast’s choice” in our full review of the headset back when it launched in 2019.

But it hasn’t been entirely mum either. In early 2022, Valve chief Gabe Newell called its handheld gaming PC platform Steam Deck “a steppingstone” to standalone VR hardware, nothing that Steam Deck represented “battery-capable, high-performance horsepower that eventually you could use in VR applications as well.”

– – — – –

While a capable, high-end standalone VR headset from Valve is certainly something to salivate over, a few big questions remain: What will happen when Valve opens Steam up to standalone VR content? How would the largely Meta-heavy ecosystem react as Steam becomes a new outlet for VR games? And what if Valve’s headset is instead capable of playing some subsection of standard PC VR content? We don’t know the answer to any of these questions, but with Valve’s continued interest in VR, we’re still pretty hopeful to find out.

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steamvr-now-supports-automatic-controller-binding,-making-weird-vr-controllers-a-little-less-weird

SteamVR Now Supports Automatic Controller Binding, Making Weird VR Controllers a Little Less Weird

Valve released its 1.26 update to SteamVR, which ought to make it easier to play any VR game using any type of motion controller thanks to automatic controller binding.

The company initially released a Compatibility Mode in its 1.24 update back in August 2022 which let games initially targeted towards specific controller types essentially be accessible to all controllers.

In the new SteamVR 1.26 update, Valve is going one step further with the new automatic binding feature, which automatically generates a new button binding profile, configures it based on a more common controller (like Index or Touch), and sets it to simulate that controller type. The idea is you won’t need to faff about in menus if something like your Windows Mixed Reality controller isn’t officially supported.

That’s the immediate stopgap for players at least, although if a developer decides to create a native binding for any specific controller down the road, SteamVR will automatically switch to that as soon as its available. Notably, this puts the onus on Valve to continuously update its compatibility layer to include new controller types down the road.

“While native support and explicit bindings will always give the greatest control, having this compatibility layer will smooth releases and lighten the load on game developers and controller manufacturers alike,” the company says in the update log. “Controller driver developers can get more information on creating a rebinding file at this documentation page.”

You can see the full update notes on Steam.

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nvidia-is-giving-up-on-gamestream-to-the-dismay-of-shield-tv-owners

Nvidia is giving up on GameStream to the dismay of Shield TV owners

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